So, I've been messing around with SteamVR on Apple Silicon and it runs as expected under Rosetta translation, I've even got a game to run. But for some reason SteamVR cannot detect a headset, even when using one that SteamVR has drivers for such as the 2017 Vive headset. Would there be any explanation as to why this is because SteamVR works as expected so that leads me to believe it's something with MacOS.
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I am currently working on a project where I aim to overlay the camera feed obtained via the Apple Vision Pro's camera access API to align perfectly with the user's perspective in Vision Pro.
However, I've noticed a discrepancy between the captured camera feed and the actual view from the user's perspective. My assumption is that this difference might be related to lens distortion correction or the lack thereof.
Unfortunately, I'm not entirely sure how the camera feed is being corrected or processed. For the overlay, I'm using a typical 3D CG approach where a texture captured from the background plane is projected onto a surface. In this case, the "background capture" is the camera feed that I'm projecting.
If anyone has insights or suggestions on how to align the camera feed with the user's perspective more accurately, any information would be greatly appreciated.
Attached image shows what difference between the camera feed and actual user's perspective field of view.
I want to align the camera feed image to the user's perspective.
I am creating a 3D model from multiple images using the photogrammetry session. Now, when the session generates an OBJ file and I measure the distance between two points, the distance is displayed sporadically in different units. Sometimes it's meters, then centimeters, or another unit altogether. How can I tell the photogrammetry session to always create the model in millimeters?
Minecraft Launcher gives message "minecraft launcher quit unexpectedly"
when opened, this began happening after I updated to macOS Sequoia Beta 15.0 (24A5327a)
Anyone know a fix?
LogUnrealMathTest: FAILED: VectorCos: Ref vs Vec
]LogUnrealMathTest: Bad(0.000000): (0.707107 0.500000 0.342019 0.173648) (0.000000 0.000000 0.000000 0.000000)
FAILED: VectorCos: Ref vs Vec
LogUnrealMathTest: Bad(0.000000): (-0.707107 -0.500000 -0.342021 -0.173648) (-0.000000 -0.000000 -0.000000 -0.000000)
LogMac: Error: appError called: Fatal error: [File:/Users/enginej3/Desktop/UE4/Engine/Source/Runtime/Core/Private/Tests/Math/UnrealMathTest.cpp] [Line: 1652]
VectorIntrinsics Failed.
this error when running after Xcode build success.this error case unreal editor crash.
I tried to understand the view matrix.
The part from original code as below:
private func updateGameState() {
/// Update any game state before rendering
uniforms[0].projectionMatrix = projectionMatrix
let rotationAxis = SIMD3<Float>(1, 1, 0)
let modelMatrix = matrix4x4_rotation(radians: rotation, axis: rotationAxis)
let viewMatrix = matrix4x4_translation(0.0, 0.0, -8.0)
uniforms[0].modelViewMatrix = simd_mul(viewMatrix, modelMatrix)
rotation += 0.01
}
If the view matrix is initialed in x = -0.5, as:let viewMatrix = matrix4x4_translation(-0.5, 0.0, -8.0)
The cube in the MetalView will move left.
I think it should move to right hand side because View Matrix is camera position, am I wrong?
我用的iPhone14ProMax iOS 18.0 beta5
AirPods是最新os
我玩暗区突围时队友说耳机有电流声/滋滋声 噪音很大 有的时候没有有的时候突然就有了
我使用手机麦克风就没有此问题
AirPods不在召唤范围但在保
Topic:
Graphics & Games
SubTopic:
General
I have a 3х3 Matrix which I need to apply to UIImage and save it in Documents folder. I successfully converted the 3x3 Matrix (represented as [[Double]]) to CATrasform3D and then I have broken my head with trying to figure out how to apply it to UIImage.
The only property where I can I apply it is UIView(or UIImageView in case with working with UIImage) transform property. But it has nothing to do with UIImage itself. I can't save the UIImage from transformed the UIImageView with all the transformations.
And all the CoreGraphic methods (like concatenate for CGContext) only work with affine transformations which not suits for me.
Please give me a hint what direction I should look.
Does Apple has native methods or I have to use 3rd party frameworks for this functionality?
Hello, I'm writing to report an issue (or a documentation error).
I am using the Entity/Component Architecture incorporated in the GamePlayKit framework. Additionally, I want to take advantage of the user interface provided by the Scene Editor. This is essential for me if I want to involve more people in the project.
The issue occurs when linking the user interface data with the GKScene of the aforementioned framework.
The first issue arises when adding a component through the interface as shown in the image
Then at that moment:
if let scene = GKScene(fileNamed: "GameScene") {
// Get the SKScene from the loaded GKScene
if let sceneNode = scene.rootNode as! GameScene? {
Scene.rootNode is nil, and the scene is not presented.
However, I can work around this issue by initializing the scene separately:
if let scene = GKScene(fileNamed: "GameScene") {
// Get the SKScene loaded separately
if let sceneNode = SKScene(fileNamed: "GameScene") as! GameScene? {
But from here, two issues arise:
The node contains a component, and the scene has been loaded separately
When trying to access a specific entity through its SKSpriteNode:
self.node?.entity // Is nil
It becomes very difficult to access a specific entity. When adding a component, an entity is automatically created. This is demonstrated here:
The node contains a component, and the scene has been loaded separately.
I only have one way to access this entity, and since there is only one, it's easy:
sceneNode.entities[0]
But even so, it's not very useful because when I try to access its components, it turns out they don't exist.
I just wanted to mention this because it would be very helpful for me if this issue could be resolved.
Thank you very much in advance.
I have tested my application in iOS 15, 16, 17 Version in that vision kit reading value in Horizontal direction once I got updated my device to iOS 18.0 beta value was reading as in vertical direction
The build was generated in Xcode 13.4.1.
Team please help to understand why this and need to change anything in code level
The following generates a prior definition warning from #include <__config>. But that has an ifndef in it. I'm in C++17 on Xcode latest (14.5). Is this documented anywhere?
-D_LIBCPP_ENABLE_ASSERTIONS=1
I have a legacy app that draws using OpenGL, in particular is draws lines using glLineStipple. This is on a Macbook Pro M3, but it also happens on and x86 based Mac.
This causes the following messages to be output to the terminal the app was run from:
FALLBACK (log once): Fallback to SW vertex for line stipple
FALLBACK (log once): Fallback to SW vertex processing, m_disable_code: 2000
FALLBACK (log once): Fallback to SW vertex processing in drawCore, m_disable_code: 2000
Is there a way of suppressing these messages?
Topic:
Graphics & Games
SubTopic:
General
I have a game for iOS where I use CADisplayLink to animate a simulation, and for some reason the animation is not getting the full 120hz on capable devices (like iPhone 15 Pro). When I enable a 120hz refresh target, the animation is capped at only 90hz. This looks terrible because the animation works best when doubled (30, 60, 120, 240, etc).
The really bizarre thing is that when I turn on Screen Recording, my frame rate instantly jumps to 120, and everything looks perfectly smooth. My game has never looked better on iPhone! When recording is stopped, the animation drops back down to 90 fps. What in the world is going on?
[displayLink setPreferredFrameRateRange:CAFrameRateRangeMake(100,240,120)]; //Min. Max, Preferred [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
(Also, CADisableMinimumFrameDurationOnPhone is set to True in info.plist)
Hi, I was wondering if we could ever get the Game Porting Toolkit to ever translate Vulkan and Vulkan RT extensions? The reason I ask is because I would like to try something involving RTX Remix which requires Vulkan specific extensions
I have been using the iOS 18 public beta on my iPhone XR for the past 3-4 days, and I frequently play a popular competitive game called “Free Fire.” I’ve noticed an issue while playing the game. Whenever I switch the game to the background for any reason, such as using another app or attending an incoming call, the game’s sound does not come back when I switch back to it. No matter what I do—whether switching the phone to silent mode and then back to normal or adjusting the volume—the sound won’t return. I have to restart the game, which is frustrating since I play this game a lot. I understand that this is a beta version, and some problems are expected, but I wanted to mention this issue here in case it can be resolved.
and i also tried some stuff like reinstalling the game or restrting the device or checking for new updates and all the small stuff that would fix this but nahhhh none of them worked 😅
Does anyone know why the following call fails?
CGPDFOperatorTableSetCallback(operatorTable, "ID", &callback);
The PDF specification seems to indicate that ID is an operator?
BTW what is the proper topic/subtopic for questions about Quartz? Wasn't sure what topic on the new forums to post this under.
We are building our own Cocoapod file. We have to convert a local DOC file to PDF with any server interaction. It will be in offline mode.
Any suggestion will be appreciated.
Topic:
Graphics & Games
SubTopic:
General
We are experiencing a crash when selecting text in a PDF and moving the cursor over a QR code. This happens when the QR code at the end of the PDF file with no text following it. [Only on iOS 18]
Steps to Reproduce:
Clone the repository:
git clone https://github.com/aliakhtar49/ios18-pdf-crash/tree/main
cd ios18-pdf-crash
Run the application to load the provided PDF
Select some text and move the cursor over the QR code several times
Observe the crash. You can see the gif in the repo
Expected Behavior: The application should not crash
Actual Behavior: The application crashes:
Environment:
iOS version: 18.0
Device: iPhone 15 Pro, iPhone 12 Pro Max
Additional Context:
This issue occurs when the QR code is at the end of the PDF file with no text following it
StackTrace
`thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BREAKPOINT (code=1, subcode=0x19f3e6ec0)
* frame #0: 0x000000019f3e6ec0 CoreGraphics`void PageLayout::ConvertTextRangesToStringRanges<std::__1::span<CFRange, 18446744073709551615ul>, std::__1::back_insert_iterator<std::__1::vector<CFRange, std::__1::allocator<CFRange>>>>(std::__1::span<CFRange, 18446744073709551615ul>&&, std::__1::back_insert_iterator<std::__1::vector<CFRange, std::__1::allocator<CFRange>>>&&) const + 664
frame #1: 0x000000019f424c5c CoreGraphics`CGPDFPageLayoutGetStringRangeIndexNearestPoint + 100
frame #2: 0x000000022b4c096c PDFKit`-[PDFPage characterIndexNearestPoint:] + 128
frame #3: 0x000000022b450950 PDFKit`-[PDFTextInputView _closestPositionToPoint:withinRange:] + 420
frame #4: 0x00000001a0bd02f0 UIKitCore`-[UITextSelectionInteraction _hasTextAlternativesAtLocation:] + 120
frame #5: 0x00000001a03e3834 UIKitCore`-[_UIRemoteKeyboardsEventObserver _hasTextAlternativesForTouch:] + 256
frame #6: 0x000000019fa4e0f8 UIKitCore`-[_UIRemoteKeyboardsEventObserver _endTrackingForTouch:] + 212
frame #7: 0x000000019fa4ca38 UIKitCore`-[_UIRemoteKeyboardsEventObserver _trackTouch:] + 132
frame #8: 0x000000019fa4c94c UIKitCore`-[_UIRemoteKeyboardsEventObserver peekApplicationEvent:] + 220
frame #9: 0x000000019fa4c304 UIKitCore`-[_UIRemoteKeyboards peekApplicationEvent:] + 84
frame #10: 0x000000019fa35dc4 UIKitCore`__dispatchPreprocessedEventFromEventQueue + 4180
frame #11: 0x000000019fa3ef7c UIKitCore`__processEventQueue + 5696
frame #12: 0x000000019f936df4 UIKitCore`updateCycleEntry + 160
frame #13: 0x000000019f934d28 UIKitCore`_UIUpdateSequenceRun + 84
frame #14: 0x000000019f934978 UIKitCore`schedulerStepScheduledMainSection + 172
frame #15: 0x000000019f93580c UIKitCore`runloopSourceCallback + 92
frame #16: 0x000000019d126f9c CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28
frame #17: 0x000000019d126f30 CoreFoundation`__CFRunLoopDoSource0 + 176
frame #18: 0x000000019d124a08 CoreFoundation`__CFRunLoopDoSources0 + 244
frame #19: 0x000000019d123c14 CoreFoundation`__CFRunLoopRun + 856
frame #20: 0x000000019d123424 CoreFoundation`CFRunLoopRunSpecific + 608
frame #21: 0x00000001e93211c4 GraphicsServices`GSEventRunModal + 164
frame #22: 0x000000019fc6a130 UIKitCore`-[UIApplication _run] + 816
frame #23: 0x000000019fd1855c UIKitCore`UIApplicationMain + 340
frame #24: 0x0000000105e77c38 MyApp.debug.dylib`main at HSAppDelegate.swift:19:20
frame #25: 0x00000001c3058a74 dyld`start + 2724`
I'm an iOS developer, and I've been testing our app in iOS 18.0 Beta. I noticed that there's a problem with the font rendering, and after troubleshooting, I've found out that it's caused by the removal of the PingFang.ttc font in 18.0.
I would like to ask the reason for removing this font file and which font should be used to display Chinese in the future?
My test device is an iPhone 11 Pro and the system version is iOS 18.0 (22A5297). I have also tested Beta 1 and it has the same issue.
In previous versions of the system, the PingFang font is located in this directory /System/Library/Fonts/LanguageSupport/PingFang.ttc. But in iOS 18.0, the font file in this directory has become Kohinoor.ttc, and I've tested that this font can't display Chinese either.
I traversed the following system font directories and could not find the PingFang.ttc font file.
/System/Library/Fonts/AppFonts
/System/Library/Fonts/Core
/System/Library/Fonts/CoreAddition
/System/Library/Fonts/CoreUI
/System/Library/Fonts/LanguageSupport
/System/Library/Fonts/UnicodeSupport
/System/Library/Fonts/Watch
Looking for answers, thanks for the help!
A sample of some error messages that are presented in the Xcode log for executon of a program. There is nothing in the messages that will help identify a component as the origin of the message, nor is there a locatable derinition for the various labels and fields of the text. What component or even framework does this set of messages originate? Your search engine is useless because it returns gibberish. It doesn’t even follow the common behavior of SEARCH ENGINES because it takes label strings compounded from common words and searches for the common word instead of using the catenated string that is the internal variable name that is in the text.
2024-06-22 19:45:58.089943-0500 RoomPlanExampleApp[733:30145] [ClientDonation] (+[PPSClientDonation isRegisteredSubsystem:category:]) Permission denied: GenerativeFunctionMetrics / ANEInferenceOperationPrepareForEncode. I am looking for a definition of the error with a way to locate the context in which the error occurs.
2024-06-22 19:45:58.089967-0500 RoomPlanExampleApp[733:30145] [ClientDonation] (+[PPSClientDonation sendEventWithIdentifier:payload:]) Invalid inputs: payload={
aneModelPath = "/System/Library/PrivateFrameworks/RoomScanCore.framework/PrecompiledModels/lcnn_floorplan_model.bundle/H14G.bundle/main/segment_0__ane/net.hwx";
bundleIdentfier = "com.example.apple-samplecode.RoomPlanExampleApp9QSS565686";
}
2024-06-22 19:45:58.094770-0500 RoomPlanExampleApp[733:30145] [ClientDonation] (+[PPSClientDonation sendEventWithIdentifier:payload:]) Invalid inputs: payload={
bundleIdentfier = "com.example.apple-samplecode.RoomPlanExampleApp9QSS565686";
e5FunctionName = main;
numSegments = 1;
}